27 lines
635 B
HLSL
27 lines
635 B
HLSL
Texture2D<float4> s : register(t0, space0);
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SamplerState _s_sampler : register(s0, space0);
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static float4 sk_FragColor;
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struct SPIRV_Cross_Output
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{
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float4 sk_FragColor : SV_Target0;
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};
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void frag_main()
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{
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float4 _19 = s.SampleBias(_s_sampler, 0.0f.xx, -0.4749999940395355224609375f);
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float4 a = _19;
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float4 _26 = s.SampleBias(_s_sampler, 0.0f.xxx.xy / 0.0f.xxx.z, -0.4749999940395355224609375f);
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float4 b = _26;
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sk_FragColor = float4(_19.xy, _26.xy);
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}
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SPIRV_Cross_Output main()
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{
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.sk_FragColor = sk_FragColor;
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return stage_output;
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}
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